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Why game developers hate doors

IbizaPocholo

NeoGAFs Kent Brockman

Opening and closing doors is a very basic skill we all possess, but translating that whole process into a videogame? Not easy. At least, that's what hundreds of developers had to say yesterday when Stephan Hövelbrinks, the developer of Death Trash, opened up about the surprisingly difficult challenge of implementing basic doors in games.

The distress over the act of egress kicked off when Hövelbrinks shared a screenshot of his own Discord post in which he explains all of the complications that doors create in games. "Doors are complicated to have in games and have all sorts of possible bugs," Hövelbrinks wrote. "Mostly because they're a dynamic funnel and block in the pathfinding, potentially locked, potentially destructible, but in general because they sit potentially between any game interaction or character to character situation from here to there."

It's easy to see how doors can exponentially complicate the logic of a game. Say an NPC in The Witcher 3 wants to turn in for the night. Without any doors to consider, all the AI has to do is map a route from the character's current position toward their bed. Throw a door or two in the way, though, and that NPC now needs to recognize there's a door in the way and have logic to control how it interacts with the door. But what happens if two NPCs use the same door at the same time? How does an NPC know whether a door opens toward or away from them? It's a problem so profoundly knotted that game designer Liz England, who has worked on games like Watch Dogs Legion and Sunset Overdrive, named it "The Door Problem."

In his tweet, Hövelbrinks claims that "AAA devs hate them" and even points out that the Assassin's Creed games solve the problem by pretending like doors were never invented in the first place (Valhalla, the most recent Assassin's Creed, does have some doors used in certain puzzles though). That tweet immediately went viral as game developers from all corners chimed in to talk about all the headaches caused by doors.

"I don't exactly know how many man-months went into the door system in Control, but more than most abilities and weapons, for sure," explained Sergey Mohov, a lead gameplay designer at Remedy. Several of his peers jumped in to say that doors have always been an issue in Remedy's games.

In response to Hövelbrinks' tweet, Damion Schubert, a creative director at Boss Fight and former BioWare Austin developer, posted an entire thread dedicated to explaining the challenge of good videogame doors.

Even The Last of Us 2's co-director said that doors are a waking nightmare. "IT WAS THE THING THAT TOOK THE LONGEST TO GET RIGHT WHAT WERE WE THINKING," wrote Kurt Margenau. Over several follow-up tweets, Margenau details the exhaustive process Naughty Dog went through to get doors working properly and the clever behind-the-scenes hacks required. For instance, when players are in combat situations doors will slam closed behind them automatically in order to impede enemies that might be chasing them, while in regular exploration all doors stay open to help players remember where they've been.

Marcin Pieprzowski, who used to be a QA Lead on The Witcher 3, says that a boss fight in the prologue had a door that would lock and then unlock after players defeated a boss. During testing, the team found a whopping 12 different scenarios which would cause the door not to unlock, trapping the player. Pieprzowski says the fix was to just not lock the door in the first place. And then there's this hilarious story about how a quest bug accidentally opened every door in The Witcher 3—even the ones that were purely cosmetic and weren't supposed to go anywhere.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
Funny that what seems so simple on screen takes a lot of effort for a developer and is then barely noticed.

Shout-out to the doors in Hotline Miami. They can kill!
 

ShadowNate

Member
Designing your level map as rooms with doors used to be (could be that it still is) a good way to optimize rendering and achieve good performance. In some old engines you could define "rooms" and exits so the engine would know only to render what's visible via the exit, when the player is looking at that. Close the door and the engine could skip caring about rendering the outside world altogether (as long as the door is not one of those fuckers with a see-through glass or otherwise not a solid block). Of course this wasn't without glitches, but it was a good approach.

But yeah, dynamic doors (that can close and open) bring a whole load of pathfinding issues and cases to consider for the AI, animation and clipping glitches, camera glitches, NPCs or the player being trapped between geometry and a "confused" opened door. They can be a nightmare.
 
That reminds me the last time I played Witcher 3 the one thing that alway broke my immersion was how all the doors were two way. Just walk into the door on either side and it pushes in that direction.

A bunch of other games do this as well and I suppose it’s probably the easiest solution to doors.
 
Meanwhile in 1996

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Rest

All these years later I still chuckle at what a fucking moron that guy is.
I feel like you're not sure what doors are.
How do you know whether to push or pull a door? You just instinctively do it, right? That's because you've been opening them all your life, and you know that if the knob or handle is on the left you push, if it's on the right you pull. This is damn near universal, and it's not an accident. NPCs should have no problem with pushing or pulling doors, the clues should be built into the doors in games just like they are in real life.
 

Clear

CliffyB's Cock Holster
The same way people do. Which side is the door knob/handle on?

Really not that simple. Doors in games tend to always open in the same direction as the player is facing because opening a door by pulling it back towards you -like often happens in real-life- is way more complex to deal with spatially. And this is just the tip of an iceberg of potential problems and pitfalls.
 

Mokus

Member
This actually shows how far behind is the AI in games. The improvements from one generation to another are minimal. It's really embarrassing.

Meanwhile in 1996

giphy.gif
How many NPCs used that door? From what I see, that here the developers introduced an in-game cutscene to use the door. No in-game AI here.
 
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